Cyrodiil-Lore (topic entries copied over from morrowind-lore are italic):

Most people refer to us as Cyrodiils or Imperials, but in fact we are split into two main cultures -- the Colovians and the Nibenese. Colovians are hardworking folk who live in the west of Cyrodiil and form the bulk of the Imperial legions. The Nibenese live in the east of the province and are primarily farmers, merchants and mages.

Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.

In case you didn't know, weapons and armor are less effective when they get worn out. Repair them yourself, if you have the skill, or take them to a smith for repair.

Cyrodiil is a truly cosmopolitan province. Around 50% of the population are native Imperials, split evenly between Colovians and Nibenese. The rest are Redguard, Nord, Dunmer, Argonian, Bosmer, Altmer, Breton, Khajiit and Orc in roughly equal numbers. Obviously the proportion of each race is a bit higher near the border with their home province.Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. Medium armor is in-between. Unarmored style -- evading attacks instead of using armor – is least tiring of all.

The Imperial legions are the greatest fighting force Tamriel has ever known. Although the legions are based in, and recruit from, Cyrodiil they do not usually get involved in enforcing Imperial law here as they do in other provinces. That role is carried out by the Imperial Watch.

Cyrodiil is sometimes called the Imperial Province because it is the heart of Tamriel and the Septim Empire.

Alessia was the first Empress of Cyrodiil. She freed the Cyrodiils from slavery anddrove out the Ayleids.

You know those white stone ruins you find out in the wilderness? Those are Ayleid ruins. The Ayleids ruled Cyrodiil thousands of years ago before being driven out by Alessia and Pelinal Whitestrake.

Some people say that Sutch isn’t really part of Cyrodiil. That doesn’t make sense to me -- one look at a map tells you that Sutch is in Cyrodiil.

The official religion of Cyrodiil is the Imperial cult. Imperial cult priests provide worship and services for the Nine Divines at temples throughout Cyrodiil. Each of the Divines has a temple dedicated to their worship in one of the cities in Cyrodiil and every cult member devotes themselves primarily to the worship of their chosen Divine.

Whilst it is perfectly possible to pay respect a particular Divine in any Imperial cult temple, many people prefer to make a pilgrimage to a temple dedicated to that Divine if they have a large favor to ask or a large sin to atone for.

If you travel around Tamriel you may see settlements built in a very similar style to some towns and cities in Colovia. This is because new Imperial colonies are built by the Imperial legion and many Colovians serve in the legions.

In some provinces the natives can be quite xenophobic to foreigners, but that is rare in Cyrodiil.

Foul murder is punished by compensation, hard labor, or sometimes by writ of assassination.

Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor. Foul murder is punished by fines of at least 1000 drakes, or by hard labor.

By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death, fines, or hard labor.

Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

Smuggling is a big problem in some parts of Cyrodiil, especially in the marshes and waterways of Blackwood. Criminals smuggle in illegal goods such as skooma and other narcotics. They also smuggle items like Dwarven artifacts and alcohol that are subject to import taxes and other restrictions.

People say that in other provinces thieves and criminals band together into organized guilds. The Imperial Watch says that no such guild exists in Cyrodiil except in the minds of law-breakers who want an excuse for their misdemeanors. Most people don't believe them.

The Mages Guild is a guild for students of the arcane arts. Go there to find wizards for hire, or training, goods, and services. Guild Stewards know where to find work.

As it wears out, armor becomes less effective. Broken armor is useless until you repair it, but worn armor stops only part of the damage that good armor does. Learn armor repair, and fix your armor, piece by piece, before every big battle. Or pay a smith to fix your armor.

Weapons are less effective as they wear out. Eventually they break, and are useless until you repair them. A worn weapon does only part of the damage it should do. Learn to repair your weapons, or pay a smith to do it.

Short blades include the dagger, tanto, shortsword, and wakizashi.

Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana.

Blunt weapons include the club, staff, mace, morningstar, and warhammer.

Axes include the war axe and battle axe.Spears include spears and halberds.

The heavy armor styles provide the highest level of protection, but require great strength and endurance.

The light armor styles favor speed and agility.

The medium armor styles are compromises between the heavy and light styles, balancing protection against mobility.

The Fighters Guild controls the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work.

Shields and tower shields give good protection, but you can only use one-handed weapons with them.

When choosing body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms.

When choosing body armor, balance protection against weight. You can't fight if you're exhausted by the weight of your armor.

Responses only given by Savants:Let me tell you the basics about armor wear. As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a smith regularly to keep your armor in good shape.

Let me tell you the basics of Imperial law concerning life and property. Verbal assault and pickpocketing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

Verbal assault and pickpocketing are minor crimes, punishable by fines or hard labor. Theft and foul murder are serious crimes. Theft is punishable by fines or hard labor. Foul murder is punishable by fines of at least 1000 drakes, or by hard labor.

In Cyrodiil, whether you're a professional mercenary, or a pilgrim or traveler, you'll want some armor. Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.

Let me tell you about the ten races most commonly encountered in Cyrodiil: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial Khajiit, Argonian, and Orc. Around one in two individuals are the native Imperials. The other nine races are about equally distributed; although obviously they are more common near the border with their home province.

The three armor styles common here are light, medium, and heavy. Light armor is weak but less tiring to wear, and is better for fast running. Heavy armor is strong but slow and tiring. Medium armor is a compromise between light and heavy. The fourth style is unarmored, evading attacks rather than absorbing them with armor.

Let me tell you about the three major cultural groups of Cyrodiil. Colovians are hardy, uncomplicated folk who live in the west of Cyrodiil. They make up the bulk of the Imperial legions, and Colovian-style towns can be found all over Tamriel where the legions have settled. The Nibenese live primarily in the east of the province and are magnanimous and tolerant. Nibenese form the backbone of Cyrodiil’s administrative and merchant classes, as well as most of the legions’ elite battlemages. The final group consists of the immigrants of all other races who have settled in Cyrodiil over the ages. Some have assimilated into the native culture so well it can be hard to tell where they came from originally. Others maintain the traditions of their homelands. All are welcomed and tolerated in the melting pot that is Cyrodiil.

Let me tell you about settlements in Cyrodiil. Rural Imperials live in villages and small farmsteads. Some of the more remote settlements are vulnerable to raids by bandits, but most are protected by the patrols and strategic garrisons of the Imperial Watch. Most inhabitants of Cyrodiil live in towns and cities, which are usually centers of trade along the roads and waterways. Towns and cities usually have a defensive wall, which are largely redundant in these days of peace.

Let me tell you the basics of Imperial law concerning life and property. Verbal assault and pickpocketing, are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

Let me tell you about the weapon types most common in Cyrodiil. Short blades include the dagger, tanto, shortsword, and wakizashi. Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana. Blunt weapons include the club, staff, mace, morningstar, and warhammer. Axes include the war axe and battle axe. Spears include spears and halberds. Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts.

Let me tell you about the Fighters Guild in Cyrodiil. The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. Consider joining and working your way up the ranks. It's a smart move for the ambitious sell-sword.

An adventurer should know the basics of Imperial law concerning life and property. Verbal assault, pickpocketing, and trespassing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

You should know the Empire's attitudes about killing. According to Imperial law and custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death or imprisonment. Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

In Cyrodiil, whether you're a professional mercenary, or a pilgrim or traveler, you'll want some armor. Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.

Let me tell you about the economy of Cyrodiil. Much of its wealth comes from trade. Imperials are good negotiators and have carved out valuable monopolies on all kinds of goods from all over Tamriel. There are also the vast rice paddies of Nibenay, the Colovian hill farmers and many mines scattered across the province.

Let me tell you about current events. Cyrodiil is mostly peaceful, but the troubled period of the Imperial Simulacrum is still having an effect. There are border troubles in County Leyawiin between the Imperial Watch and organized groups of Khajiit bandits. Tensions are increasing between Cyrodiil and Hammerfell over the ownership of Sutch. There are also whispered rumors that the Emperor’s sons were replaced by doppelgangers by Jagar Tharn, although these have been strenuously denied by every official who has commented on them.

I am a merchant. I look for goods that are well-made, that people want to buy, that I can buy and sell at a profit. There are many different kinds of materials I can buy and sell -- animal products, vegetable products, mineral products, even exotic products. Crafts and manufactured goods I deal in include weapons, armor, clothing, books, potions, enchanted items, and various housewares. I travel, talk with people I meet, buy what I like, and sell what people like.

I'm a warrior by trade. I know how to fight, when necessary, but I much rather look so tough that critters give up or run away when they see me. Personally, I favor long blades of all kinds -- they use long blades of many different styles and craftsmanships here in Cyrodiil -- and I wear medium armor, for a decent balance of protection and mobility. But I train with various weapon types and armor types. And like any good warrior, I'm my own armorer -- don't want to fight with worn weapons in worn armor.

I'm a barbarian, and proud of it. I like the wilderness, and know how to live comfortably off the land. I know the various creatures of the wild, how to hunt them, what bits are good to eat, and what bits the city-folk will pay for. I know weapons and armor, and how to stay healthy, so I can play soldier for pay. But I hate taking orders, so I rather live by hunting.

I'm what they call a crusader. Crusaders used to be warriors in service to a cult, but now any heavily armored warrior with a good cause calls himself a crusader. My good cause is hunting down necromancers and witches and bandits and other malefactors. And I do well by doing good -- salvage on arms, armor, and goods taken from malefactors earns me a good living. I'm tough and strong, so I wear heavy armor and use blunt weapons. And I won't fight with worn weapons or worn armor, so I'm my own armorer.

I'm a knight. I was born into privilege and have been blessed with a good education in the arts of war, healing and enchantment. My actions are guided by my faith and the code of chivalry.

I'm a scout. I know places, people, plants, paths, wind, and weather. I serve as guide for travelers and traders, or work as advance guard and pathfinder for expeditions. I know the geography of Cyrodiil, and the various geographic regions. My best defense is stealth, sneaking past trouble, but I can fight bow or blade, in various armor styles, when the job requires it.

I'm an archer. I'm the kind of fighter who hates getting hurt, so I ambush with my marksman weapons from a distance, then run like crazy when I can, and fight with long blades or spears when I must. I prefer spears because they're longer, and I keep farther from things trying to hurt me. If that sounds cowardly to you, you better stick with tin suits and fat axes.

I'm a lovable rogue, a silver-tongued devil with a taste for the better things in life. But lovable as I am, some people get upset with me, and so I must fight -- purely in self-defense, you understand. I like light armor and short blades for self defense; heavy armor and heavy weapons just tire you out. But I train with various different weapon types and armor types, so I can improvise when the situation demands it.

I'm a thief. I was born to be a thief. I love to sneak around in rich people's houses, and liberate their possessions. I enjoy puzzling out the security provisions on doors and chests, thrilling to the challenge and suspense of picking locks and disarming traps. And I've always had an interest in Imperial law -- property rights, criminal justice, bribes and graft. Me and the guards, we're old friends. And punitive labor isn't all that bad -- free food and board, fresh air, and good fellowship.

I'm a thief. I was born to be a thief. I love to sneak around in rich people's houses, and liberate their possessions. I enjoy puzzling out the security provisions on doors and chests, thrilling to the challenge and suspense of picking locks and disarming traps. I can sell you the tools of the trade -- the lockpick and probe. I can train you to be a better thief yourself, but you must make a generous contribution to my retirement fund. [service]

I'm an agent. I work for a noble family, or a company, or the state, and I do things that need doing. All sorts of things. Mostly I handle matters in the business or diplomatic line, things that require mercantile skills, or the arts of speechcraft. I trade in knowledge -- hard facts and rumors. 'Knowledge is power,' as they say. And sometimes I do other sorts of things. Things I can't talk about.

I'm an assassin. Killing is my profession. I am discrete, efficient, and reliable. In Cyrodiil assassins have been banned for hundreds of years, so I have to be careful to avoid detection by the authorities. Because I am discreet, I prefer short blades for swift, close-and personal work, while the marksman weapons like throwing stars and throwing knives are more suitable for stealth and surprise.

I'm an assassin. Killing is my profession. I am discrete, efficient, and reliable. In Cyrodiil assassins have been banned for hundreds of years, so I have to be careful to avoid detection by the authorities. Because I am discreet, I prefer short blades for swift, close-and personal work, while the marksman weapons like throwing stars and throwing knives are more suitable for stealth and surprise. I charge fair prices to train apprentices in the assassin's skills. [service]

I'm an acrobat. As an entertainer, my job is to amaze and amuse my patrons. But in my more discrete vocation as a second-story man and connoisseur of treasures and secrets, my job is to come and go without attracting notice, and to effectively discourage pursuit when I am noticed. Running, swimming, or leaping, my art is to leave my less-agile, less-swift pursuit behind.

I am a monk. In mind and spirit, I am a student of the hidden mysteries, of the unseen world that lies behind the objects and ideas of everyday life. In body, I am a student of the ancient martial arts, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr. I pursue hand-to-hand and unarmored self-defense, because what you don't have, you cannot lose. I also train with the blunt weapons called staffs, because even the poorest peasant can own a staff.

I am a monk. In mind and spirit, I am a student of the hidden mysteries, of the unseen world that lies behind the objects and ideas of everyday life. In body, I am a student of the ancient martial arts, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr. I pursue hand-to-hand and unarmored self-defense, because what you don't have, you cannot lose. I also train with the blunt weapons called staves, because even the poorest peasant can own a staff. To earn my keep, I train others in my skills. [service]

I am a pilgrim. I search for enlightenment, and hope to purify my soul through facing and overcoming the challenges of pilgrimages that reenact the tests and trials of saints and heroes. I visit the shrines and make devotions to the Nine everywhere I travel -- in towns and villages, large cities, and at the many wayshrines scattered throughout Cyrodiil.

I'm a fisherman. I use nets ands rods to catch fish to feed my family and to sell at the market. I sometimes fish at the shore, but most of the time I'm out in my boat. I know all the currents and where the fish will be at any time of the day or night.

I'm a fisherwoman. I use nets ands rods to catch fish to feed my family and to sell at the market. I sometimes fish at the shore, but most of the time I'm out in my boat. I know all the currents and where the fish will be at any time of the day or night.

I am a bard. As an entertainer, I share songs and stories with patrons and peasants. As a scholar, I travel the world, speaking with people, and learning the lessons of history and human nature. And because a good bard must experience adventure at first hand in order to present its drama effectively, I have learned to defend myself with the noble tools of medium armor and long blade, and have mastered minor mysteries of alchemy, enchantment, and illusion.

I am a mage. My study is the destruction and alteration of the visible and invisible world. I study magic for its pure intellectual challenge and rewards, but I am paid in gold for the practical applications of my knowledge. Further, when undertaking expeditions in search of knowledge, I defend myself with spells of the College of Destruction, and leap, swim, and levitate with the spells of the College of Alteration.

I am a mage. My study is the destruction and alteration of the visible and invisible world. I study magic for its pure intellectual challenge and rewards, but I am paid in gold for the practical applications of my knowledge. I defend myself with spells of the College of Destruction, and leap, swim, and levitate with the spells of the College of Alteration. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee. [service]

I am a sorcerer. Through my mastery of special disciplines of the College of Conjuration, and my private studies of the Outer Realms and their Powers and Principalities, I have learned to summon and command their denizens to do my bidding. I do these things for coin, or to suit my own interests. I also am an enchanter, enchanting items for my own use and for the use of others. My skill with enchantments also makes me more efficient in using enchanted items that I collect on my research expeditions.

I am a sorcerer. I am a master of the College of Conjuration, and I have learned to summon and command the denizens of the Outer Realms to do my bidding. I also am an enchanter, enchanting items for my own use and for the use of others. My skill with enchantments also makes me more efficient in using enchanted items that I collect on my research expeditions. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee.

I am a healer. I have sworn solemn oaths in the College of Restoration to heal the afflicted and cure the diseased. But I have also learned that preventing harm to others often requires a more active opposition to monsters and malefactors, so I have studied both the unarmed, unarmored martial arts of the Khajiit and the light armored and blunt weapon styles of the Imperial West, both for self-defense, and for disabling or killing dangerous opponents.

I am a healer. I have sworn solemn oaths in the College of Restoration to heal the afflicted and cure the diseased. But I have also studied both the unarmed, unarmored martial arts of the Khajiit and the light armored and blunt weapon styles of the Imperial West, both for self-defense, and for disabling or killing dangerous opponents. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee.

I am a Battlemage. Though arrayed as a Western knight with heavy armor, axes and long blades, my primary training is in the College of Alteration, the College of Destruction, and the College of Conjuration. To round out my education, I have mastered enchantments and alchemy. Potions made through alchemy, or purchased from alchemists, grant me the magics of the Restoration, Mysticism, and Illusion Colleges. And can there be any more terrible master of the science of war than a battlemage? I think not.

I am a Battlemage. Though arrayed as a Western knight with heavy armor, axes and long blades, my primary training is in the College of Alteration, the College of Destruction, and the College of Conjuration. To round out my education, I have mastered enchantments and alchemy. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee.

I am a witchhunter. I dedicate body and soul to the destruction of profane magics. Most foul are necromancers, who defile the bodies and spirits of the sacred dead. Equally abominable are the evil Daedra worshippers. The Daedra Lords delight in the torment and corruption of mortals, and they reward followers with terrible powers always used for evil purposes. In employing the tools of the Enemy -- the spells of the College of Conjuration -- I risk contamination, but fire must be fought with fire.

I am a spellsword. I make war with spell and sword, combining the arts of the College of Restoration, the College of Alteration, and the College of Destruction with training in medium armor style, in block defense, and in the offensive disciplines of axes, blunt weapons, and long blades. I rely on enchanted weapons and enchanted armors to further augment my offensive and defensive abilities. This balance of steel and spell, offense and defense, mobility and protection is the signature of the Spellsword.

I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible.

I am a nightblade. Blending the disciplines of the agent and wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee. [service]

I'm an alchemist. Alchemy is the process of refining and preserving the magical properties hidden in natural and supernatural ingredients. I sell potions. I also sell the various kinds of apparatus alchemists need to make potions, and buy and sell ingredients.

I'm an alchemist. Alchemy is the process of refining and preserving the magical properties hidden in natural and supernatural ingredients. I sell potions. I also sell the various kinds of apparatus alchemists need to make potions, and buy and sell ingredients.

I'm an apothecary. I brew and sell potions to heal wounds, restore bodily and mental attributes, and cure diseases. I also buy and sell ingredients.

I'm a bookseller. I buy and sell books. I also read books, and know the sorts of things you read in books. I don't mind sharing what I know about Cyrodiil lore, and am happy to share a little advice, if you're interested. I can also suggest who to talk to if you want to know more about a subject.

I'm a gondolier. I can ferry you by gondola to various nearby destinations for a modest fee.

I'm a shipmaster. I can transport you by ship to various destinations for a modest fee.

I'm a sailor. I work on a ship performing manual laboring tasks for my captain. I am trained to use cutlasses and axes to defend myself if we're attacked by pirates or sea monsters. It's a tough life, and dangerous, but I get to see more of Tamriel than most folk could dream of.

I'm a guild guide. I can teleport you to various destinations for a modest fee.

I am a clothier. I make clothes and sell them. I also buy clothes in good condition; with a little work I can make them good as new and resell them. I usually make and sell Imperial clothing, but I'm sometimes asked to order in more exotic clothes from all around Tamriel.

I am a commoner. I do whatever needs doing -- cooking, cleaning, building, baking, making, breaking. Since you're new to these parts, perhaps you'd like me to share a little local lore.

I am a drillmaster. I train and condition the local militia. I teach the citizens the basics of block, spear, and long blade, but mostly I concentrate on athletics and acrobatics, because conditioning is the biggest weakness of the citizen-soldier. No point teaching them to fight if they pass out after a short jog in full kit.

I am a drillmaster. I train and condition the local militia. I teach the citizens the basics of block, spear, and long blade, but mostly I concentrate on athletics and acrobatics, because conditioning is the biggest weakness of the citizen-soldier. No point teaching them to fight if they pass out after a short jog in full kit.

I am an enchanter. I enchant things, and sell them. I have scrolls, which are cheap, but only work once, and enchanted items, which work over and over again, but which are NOT cheap. I also make my enchanter's lab available to those who want to enchant items, but who can't afford the expense of building and maintaining a lab. I charge for the service, of course, but you must provide the items, soul gems, and magic effects. I also buy and sell enchanted weapons, enchanted armor, and enchanted clothing.

I am an enchanter. I enchant things, and sell them. I have scrolls, which are cheap, but only work once, and enchanted items, which work over and over again, but which are NOT cheap. I also make my enchanter's lab available to those who want to enchant items, but who can't afford the expense of building and maintaining a lab. I charge for the service, of course, but you must provide the items, soul gems, and magic effects. I also buy and sell enchanted weapons, enchanted armor, and enchanted clothing. [service]

I am an enforcer. There are rules. The boss makes the rules. I enforce them. You break the rules, and you don't get to live a long productive life. So don't break the rules.

I am a farmer. I grow crops, and raise animals for food, and gather animal products and vegetable products from the land for my own use or for sale at the markets.

I am a hunter. I range across the jungles and highlands of Cyrodiil, hunting for meat and hides. I know all the native creatures of Cyrodiil, and know how to avoid those that are diseased for they are worthless and dangerous for the careless hunter. I can tell you all about the different regions of Cyrodiil, if you are interested.

I am a master-at-arms. I am a master of all the basic hand weapon types: long blades, short blades, axes, blunt weapons, and spears. I am willing to train with weapons, for a fee.

I am a miner. I labor underground extracting valuable ores from the rocks. Many of the mines in Cyrodiil contain only boring but useful iron and copper. However, others are sources of more valuable ores like gold and silver, as well as gemstones such as rubies.

I am a noble, elevated by birth and distinction to the highest ranks of Imperial society. I do not have a trade, as such, though I may dabble in various affairs, collecting rare treasures of beauty and refinement. And if such things are valuable, there's no harm in it. My lofty station is not without responsibilities, of course. I must serve at the command of the Emperor and the Councils, giving counsel and support, and, when duty calls, taking spell and sword to protect the smallfolk of the Empire.

I am a pauper, one of the humble smallfolk. I make my way in the world as best I can, laboring in the fields, kitchens, and factories of lords and merchants. When times are good, I live well enough by my own work. When times are hard, I must hope for the charity of the nobles and wealthy merchants.

I am a pawnbroker. I buy your goods, giving you cash on the counter, and if, at a later date, you wish to recover your goods, you need only pay me what they are worth -- with a small profit, of course, for my time and trouble. I also sell things, sometimes used and worn, sometimes almost new, and all for a fraction of what they'd cost if purchased elsewhere.

I am a priest of the Imperial cult. My role is advocate to the gods on behalf of our cult members. The Imperial cult provides certain benefits for its members at our shrines. + IC faction

I am a priest of the Imperial cult. My role is advocate to the gods on behalf of our cult members. The Imperial cult provides certain benefits for its members at our shrines. [service] + IC faction

I am a publican. I have food to buy, and beds for lodgers. I also know the neighborhood, and can share the local lore, or, if you prefer, I can give you a little Cyrodiil lore. I also am likely to have heard the latest rumors, and am happy to share them with you in the spirit of fellowship.

I am a savant. I am a man of wide learning and cosmopolitan tastes, a well-traveled man, educated, refined in manner, able to converse on various topics with authority, and a man ever ready to defend his honor, and the honor of my companions. In short, you see before you a gentleman. I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues. + male

I am a savant. I am a man of wide learning and cosmopolitan tastes, a well-traveled man, educated, refined in manner, able to converse on various topics with authority, and a man ever ready to defend his honor, and the honor of my companions. In short, you see before you a gentleman. I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues. [service] + male

I am a savant. I am a woman of wide learning and cosmopolitan tastes, a well-traveled woman, educated, refined in manner, able to converse on various topics with authority, and a woman ever ready to defend her honor, and the honor of my companions. In short, you see before you a gentlewoman. I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues. + female

I am a savant. I am a woman of wide learning and cosmopolitan tastes, a well-traveled woman, educated, refined in manner, able to converse on various topics with authority, and a woman ever ready to defend her honor, and the honor of my companions. In short, you see before you a gentlewoman. I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues. [service] + female

I am a sharpshooter. I make my living as a mercenary, working on short contracts as a caravan guard or expedition escort, or for long term contracts to nobles or merchants. I have mastered the various marksman weapons, and can train you in their use, for a modest fee.

I am a smith. I make, sell, and repair weapons and armor. I can tell you about the basic armor styles and weapon types. I can also tell you how to take care of worn weapons and worn armor, and sell you the armorer tools you need. I also repair weapons and armor, for a fee.

I am a trader, a general merchant. I travel, look for opportunities to make a profit. I'm not making any trades at present.

I am a trader, a general merchant. I buy and sell a little of everything -- weapons ,armor, clothes, books, miscellaneous items of all kinds. Take a look around; let me know what you want. Or if you have things you'd like to sell, let me take a look at them, and I'll give you a price. [service]

I'm a warlock. I have bound myself by oath and deed to the service of a Daedra lord, and in return have received gifts of knowledge and power. Some people say that my patrons are evil, and perhaps they aren't very nice... but I guess I'm not very nice, either. If you are curious, and not afraid, I can tell you a little about the Daedra and Daedric summonings.

I'm a witch. I have bound myself by oath and deed to the service of a Daedra lord, and in return have received gifts of knowledge and power. Some people say that my patrons are evil, and perhaps they aren't very nice... but I guess I'm not very nice, either. If you are curious, and not afraid, I can tell you a little about the Daedra and Daedric summonings.

I gather the news -- what happens -- what people care about, and need to know. And I print it, and make it available, so people can learn the truth about what's going on.

I keep things clean and running smoothly. I keep an eye on things. I make sure we have enough of what is needed, and make sure no one walks off with things.

I'm a gardener. I tend the plants and trees, and keep things looking pretty. I watch the weather closely and make sure the plants don't get too wet or too dry.

Default Response (given by inhabitants of Stirk):Stirk is the name both of this town and of the island in the Abecean Sea on which it is located. The main industry is fishing, and the local orange-back slaughterfish are regarded as a real delicacy across much of western Tamriel.

Savant Response (will be given outside of Stirk):Located on a small island in the Abecean Sea, Stirk is a fishing town. The local aristocrat, Victus Pilious, has really pushed the local orange-back slaughterfish and they’re now a very popular delicacy in much of western Tamriel.

Scout Response (will be given outside of Stirk):Stirk is a fishing town situated on a small island west of Anvil in the Abecean Sea.

Fishermen Response (only within colovian counties):She is a cruel mistress. Storms frequently roll in from the west, and can easily capsize a small fishing boat. There’s also the constant risk of a Dreugh attack. Even the slaughterfish can kill a man who accidentally falls into the water.

Savant Response (given everywhere):Enclosed by Tamriel, Summerset Isle and the Eltheric Ocean beyond, the Abecean Sea has been used for travel and trade since the first Aldmer explorers set sail from Summerset Isle.

Scout Response (given everywhere):A large body of water west of Tamriel. The Abecean contains many islands, such as Summerset Isle, Stirk, Stros M’Kai, Herne, Cespar, the Chain and the ruins of Thras and Yokuda.

Shipmaster Response (only within colovian counties):The Abecean can be very dangerous for ships when a storm strikes, but any shipmaster worth his salt can see a storm developing on the horizon and sail away from it. Of course, sometimes even that won’t be enough to save you.

Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.

In case you didn't know, weapons and armor are less effective when they get worn out. Repair them yourself, if you have the skill, or take them to a smith for repair.

sound less patronizing. It can be assume people arnt idiots here so lets make the text reflect that.

Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.TDF: Which game is that(I assume its a game and not real life)The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

Default Response (given by inhabitants of Stirk):Stirk is the name both of this town and of the island in the Abecean Sea on which it is located. The main industry is fishing, and the local orange-back slaughterfish are regarded as a real delicacy across much of western Tamriel.

Savant Response (will be given outside of Stirk):Located on a small island in the Abecean Sea, Stirk is a fishing town. The local aristocrat, Victus Pilious, has really pushed the local orange-back slaughterfish and they’re now a very popular delicacy in much of western Tamriel.

Scout Response (will be given outside of Stirk):Stirk is a fishing town situated on a small island west of Anvil in the Abecean Sea.

I would suggest changing dialogue references to orange-back slaughterfish to abecean longfin, to add some much-needed variety in our marine life and tie it back to Skyrim's lore.

I'm in the process of combing Oblivion's dialogue for bits and pieces we can use, mainly focusing on Anvil right now.

I've gone through the generic "Cyrodiil lore" topic for inconsistencies, lore stuff, etc. Changed some sentences that sounded a little clipped or odd, but a lot of this stuff comes down to personal preferences, so idk. It's clear I can't keep my grubby hands off other people's work. Also noted some possible new topics.

Topic: "Cyrodiil lore"

Though most people think of the Imperials as a unified people, there are in fact two main cultures in Cyrodiil – the Colovians and the Nibenese. Colovians are sober, hardworking folk who live in the western highlands of Cyrodiil, and make up the bulk of the Imperial Legion. The Nibenese are an eclectic, cosmopolitan people, inhabiting the jungled valleys of the east: they are mostly farmers, merchants, mages, and dignitaries in the Imperial administration.Race: ImperialAddTopic: ColoviansAddTopic: NibeneseAddTopic: Imperial Administration

Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.

In case you didn't know, weapons and armor are less effective when they get worn out. Repair them yourself, if you have the skill, or take them to a smith for repair.Do we really need two mentions of this? As noted above, the tone seems a little demeaning.

Cyrodiil is a truly cosmopolitan province. About half of the population are native Imperials, both Colovians and Nibenese. The rest is an uneven split between Redguard, Nord, Dunmer, Argonian, Bosmer, Altmer, Breton, Khajiit and Orc. Obviously, each race is a lot more common is a lot more common near the borders of their home province.AddTopic: ColoviansAddTopic: NibeneseI removed the percentage (written numbers look odd in dialogue). Also changed mention that Colovians and Nibenese are evenly divided: this seems unlikely given that Nibenay is a lot more urbanized. Likewise, there are probably less Orcs or Dunmer in Cyrodiil than, say, Redguards or Nords.

Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. Medium armor is in-between. Unarmored style -- evading attacks instead of using armor – is least tiring of all.

The Imperial legions are the greatest fighting force Tamriel has ever known. Although the legions are based in Cyrodiil, they do not usually involve themselves in enforcing Imperial law here as they do in the provinces. That role is carried out by the Imperial watch.AddTopic: Imperial watchSlight edits for flow and sentence construction

Cyrodiil is often called the Imperial Province - because it is the home of the Imperials, of course, but also because it has been at the heart of almost every large empire Tamriel has ever known.Idem, original was somewhat inconsistent

Alessia was the first Empress of Cyrodiil. She freed the Nedic tribes from slavery and overthrew the tyrannical Ayleid kings.AddTopic: AlessiaAddTopic: Nedic tribesAddTopic: AyleidEdited for flow and rather rough lore: most Ayleid continued to live in Cyrodiil under the First Empire

NEW: Reman was the founding father of the Second Empire. He defeated the Akaviri invaders at Pale Pass, and reunited Colovia and Nibenay through his grand conquests.AddTopic: RemanAddtopic: Second EmpireAddTopic: ColoviaAddTopic: NibenaySeems reasonable to add this along with Alessia

NEW: Tiber Septim was the first ruler of the Third Empire, also known as the Septim Empire. He united the entirety of Tamriel under his rule, and ascended as the Divine Talos upon his deathbed. His descendants continue to rule the Empire to this day.Addtopic: Third Empire

You know those white stone ruins you find out in the wilderness? Those are Ayleid ruins. The Ayleid Elves ruled over Cyrodiil thousands of years ago, until they were overthrown by Empress Alessia, founder of the First Empire.AddTopic: AyleidAddTopic: Ayleid ruinsAddTopic: AlessiaAddTopic: First Empire

Some people dispute that Sutch is a part of Cyrodiil. That doesn't make any sense, of course – the Imperial claim on the area is far older than the Redguard one. Either way, isn't it all part of the Empire?Race: Imperial (not something a Redguard is going to say)AddTopic: SutchI really disliked the original - it seemed far too simplistic and obtuse for a generic response. This seems more in character for an Imperial, I think

The Imperial Cult is the first state religion of Cyrodiil and the Empire. Its priests worship the Nine Divines in temples and shrines throughout the province. Each of the Divines has a temple dedicated to themselves in the great cities of Cyrodiil, and elect cult members primarily devote themselves to the worship of a single, chosen Divine.Edited for flow

Whilst it is perfectly acceptable to pay your respects to any Divine in any Imperial Cult temple, many prefer to make the pilgrimage to a temple dedicated to a specific Divine if they seek a specific boon or wish to atone for their actions. Edited for flow, removed mention of sin (not really the focus of this religion)

A traveler visiting the various provinces of Tamriel may see many settlements built in the typical Colovian rural style. This is primarily the influence of Colovian settlers, colonizing and civilizing every corner of the Empire through their service in the Imperial Legion. AddTopic: Colovian rural style AddTopic: ColoviaRewrote this to include the new topic. Morrowind had several similar topics describing local architecture

In some provinces, the natives can be quite xenophobic to foreigners. Luckily, this is very rare in Cyrodiil: all outsiders are welcome to join the Imperial weave, regardless of race or creed.AddTopic: Imperial weaveSeemed a bit short in the original. The Imperial weave is a rather poetic way of talking about cosmopolitan Imperial civilization. A bit of cultural propaganda

Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor. Foul murder is punished by fines of at least 1000 drakes, or by hard labor.

By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death, fines, or hard labor. These laws have been in place since the time of Marukh, and have since been affirmed countless times by the Emperors of Cyrodiil.AddTopic: MarukhSeemed like a nice place to mention old Marukh

Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

Smuggling is a big problem in some parts of Cyrodiil, especially in the marshes and waterways of Blackwood. Criminals smuggle in illegal goods such as skooma and other narcotics. They also smuggle items like Dwarven artifacts and alcohol that are subject to import taxes and other restrictions.

People say that in other provinces thieves and criminals band together into organized guilds. The Imperial Watch says that no such guild exists in Cyrodiil except in the minds of law-breakers who want an excuse for their misdemeanors. Most people don't believe them.

The Mages Guild is a guild for students of the arcane arts. Go there to find wizards for hire, or training, goods, and services. Guild Stewards know where to find work.

As it wears out, armor becomes less effective. Broken armor is useless until you repair it, but worn armor stops only part of the damage that good armor does. Learn armor repair, and fix your armor, piece by piece, before every big battle. Or pay a smith to fix your armor.

Weapons are less effective as they wear out. Eventually they break, and are useless until you repair them. A worn weapon does only part of the damage it should do. Learn to repair your weapons, or pay a smith to do it.

Short blades include the dagger, tanto, shortsword, and wakizashi.

Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana.

Blunt weapons include the club, staff, mace, morningstar, and warhammer.

Axes include the war axe and battle axe.

Spears include spears and halberds.

Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife.

Bows shoot arrows; crossbows shoot bolts.

The heavy armor styles provide the highest level of protection, but require great strength and endurance.

The light armor styles, often called 'militia' styles here in Cyrodiil, favor speed and agility.Mention of militia styles comes from a Morrowind dialogue topic

The medium armor styles, sometimes called the 'Imperial guard' styles, are compromises between the heavy and light styles, balancing protection against mobility.Same as above

The Fighters Guild controls the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work.

Shields and tower shields give good protection, but you can only use one-handed weapons with them.

When choosing body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms.

When choosing body armor, balance protection against weight. You can't fight if you're exhausted by the weight of your armor.

Cyrodiil Lore: Savant responses. I've removed a couple of responses that were basically just doubles, mostly about Imperial Law and armor wear. Not really information we need to repeat so often, especially as most players will already know this stuff.

Topic: Cyrodiil LoreClass: SavantLet me tell you the basics about armor wear. As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a smith regularly to keep your armor in good shape.

These are the basics of Imperial law concerning life and property. Verbal assault and pickpocketing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor. I you plan on getting involved with the law, I would suggest seeking out the Guild of Barristers and Scribes.AddTopic: Guild of Barristers and ScribesEdited out that repetitive “Let me tell you” start. Going to do that for most of these, in fact.

Verbal assault and pickpocketing are minor crimes, punishable by fines or hard labor. Theft and foul murder are serious crimes. Theft is punishable by fines or hard labor. Foul murder is punishable by fines of at least 1000 drakes, or by hard labor. The basic principle of Imperial law enforcement is 'All are guilty until they have proven themselves innocent', a central tenet of the First Era prophet Marukh.Another mention of Marukh.

In Cyrodiil, whether you're a professional mercenary, or a pilgrim or traveler, you'll want some armor. Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.

These are the ten races most commonly encountered in Cyrodiil: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc. Around one in two individuals are native Imperials, either Colovian or Nibenese, depending on your location. The other nine races are present in unequal measure; some, like the isolationist Dunmer or the recently accepted Orcs, finding it harder to be accepted in Imperial society. Obviously, some races are more common near the borders of their home province.AddTopic: ColovianAddTopic: NibeneseExpanded, added mention of Colovians and Nibenese, and put in some fluff on racial differences.The three armor styles common here are light, medium, and heavy. Light armor is weak but less tiring to wear, and is better for fast running. Heavy armor is strong but slow and tiring. Medium armor is a compromise between light and heavy. The fourth style is unarmored, evading attacks rather than absorbing them with armor.

There exist three major cultural groups within Cyrodiil. Colovians are hardy, uncomplicated folk who live in the west of Cyrodiil. They make up the bulk of the Imperial legions, and Colovian-style towns can be found all over Tamriel where the legions have settled. The magnanimous and tolerant Nibenese live primarily in the east. They form the backbone of Cyrodiil’s administrative and merchant classes, as well as most of the legions’ elite battlemages. The final group consists of immigrants from all over Tamriel, who have settled in Cyrodiil to be part of the vibrant Imperial culture. Some have assimilated so well it is hard to tell where they came from originally. Others maintain the traditions of their homelands. Imperial culture tolerates and welcomes all. Various edits for flow

Let me tell you about settlements in Cyrodiil. Rural Imperials live in villages and small farmsteads. Some of the more remote settlements are vulnerable to bandit raids and wild animals, but most are protected by the patrols of the County Watch and strategic garrisons of the Imperial Watch. Most inhabitants of Cyrodiil live in large towns and cities, usually centers of trade along the province's many roads and waterways. Such settlements usually have a defensive wall, though these are largely redundant in today's peaceful, civilized era.AddTopic: settlements in CyrodiilAddTopic: County Watch

There are several weapon types common to Cyrodiil. Short blades include the dagger, tanto, shortsword, and wakizashi. Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana. Blunt weapons include the club, staff, mace, morningstar, and warhammer. Axes include the war axe and battle axe. Spears include spears and halberds. Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts.Slight edit for flow

Are you familiar with the Fighters Guild here in Cyrodiil? The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. In the Nibenay, the Fighters Guild is often called the Syffim, referring to the Akaviri origins of the organization. Consider joining and working your way up the ranks. It's a smart move for the ambitious sell-sword.AddTopic: Syffim

You should know the Empire's attitudes about killing. According to Imperial law and custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death or imprisonment. Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Cyrodiil's economy is heavily dependent on trade. Imperials are good negotiators, and have carved out valuable monopolies on goods from all over Tamriel. Wealth flows to the Imperial City across the broad Niben river and the great Imperial highways, such as the Gold road that forms the backbone of Colovia. The province also produces many things: Colovia has its farms, herds of sheep and other cattle, mines and logging camps, while the Nibenay is famous for its vast rice paddies and fisheries, as well as the wondrous industries of the Imperial City.AddTopic: Cyrodiil's economyAddTopic: NibenAddTopic: Imperial highwaysAddTopic: Gold roadAddTopic: Imperial CityRewritten for more information

Cyrodiil is a peaceful province, though the effects of the Imperial Simulacrum are still apparent, especially in the rise of banditry in the wilderness. The recent trans-Niben acquisition has led to unrest in Leyawiin, especially among the Argonian tribes and the Khajiiti rebels knowns as the Renrijra Krin. There are rumors that the dreaded Khanaten Flu has reappeared in that region. In the northwest, political tensions are rising over the provincial ownership of Sutch, instigated by another separatist faction called the Kali Mes. Meanwhile, the Empire's custodians flounder: the Imperial administration is a hotbed for corruption, while the Imperial nobility loses both support and relevance. The Emperor is strong, but his reign is undermined by rumors about his sons: some say they were replaced by doppelgangers during the Simulacrum. There has been unrest in the Imperial City, but so far all protests have been suppressed.AddTopic: Imperial SimulacrumAddTopic: trans-Niben acquisitionAddTopic: LeyawiinAddTopic: Argonian tribesAddTopic: Renrijra KrinAddTopic: Khanaten FluAddTopic: SutchAddTopic: Kali MesAddTopic: Imperial administrationAddTopic: Imperial nobilityAddTopic: unrest in the Imperial CityRewritten to allow for much more information about several high-stakes problems across the province. This may need to be split up with a 'continue' command, to make it more readable and avoid the character limit on dialogue.